Files
fulpstation/code/__HELPERS/mobs.dm
John Willard 7199947c08 [MDB IGNORE] [IDB IGNORE] WIP TGU (#1427)
Several months worth of updates.

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com>
Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
2025-11-06 08:20:20 -05:00

863 lines
28 KiB
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//check_target_facings() return defines
/// Two mobs are facing the same direction
#define FACING_SAME_DIR 1
/// Two mobs are facing each others
#define FACING_EACHOTHER 2
/// Two mobs one is facing a person, but the other is perpendicular
#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
/// Returns one of the human blood types at random, weighted by their rarity
/proc/random_human_blood_type()
RETURN_TYPE(/datum/blood_type)
return get_blood_type(pick_weight(
list(
BLOOD_TYPE_O_MINUS = 4,
BLOOD_TYPE_O_PLUS = 36,
BLOOD_TYPE_A_MINUS = 3,
BLOOD_TYPE_A_PLUS = 28,
BLOOD_TYPE_B_MINUS= 1,
BLOOD_TYPE_B_PLUS = 20,
BLOOD_TYPE_AB_MINUS = 1,
BLOOD_TYPE_AB_PLUS = 5,
)))
/proc/random_eye_color()
switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino"))
if("brown")
return COLOR_BROWNER_BROWN
if("hazel")
return "#554422"
if("grey")
return pick("#666666","#777777","#888888","#999999","#aaaaaa","#bbbbbb","#cccccc")
if("blue")
return "#3366cc"
if("green")
return "#006600"
if("amber")
return "#ffcc00"
if("albino")
return "#" + pick("cc","dd","ee","ff") + pick("00","11","22","33","44","55","66","77","88","99") + pick("00","11","22","33","44","55","66","77","88","99")
else
return COLOR_BLACK
/proc/random_hair_color()
var/static/list/natural_hair_colors = list(
"#111111", "#362925", "#3B3831", "#41250C", "#412922",
"#544C49", "#583322", "#593029", "#703b30", "#714721",
"#744729", "#74482a", "#7b746e", "#855832", "#863019",
"#8c4734", "#9F550E", "#A29A96", "#A4381C", "#B17B41",
"#C0BAB7", "#EFE5E4", "#F7F3F1", "#FFF2D6", "#a15537",
"#a17e61", "#b38b67", "#ba673c", "#c89f73", "#d9b380",
"#dbc9b8", "#e1621d", "#e17d17", "#e1af93", "#f1cc8f",
"#fbe7a1",
)
return pick(natural_hair_colors)
/proc/random_underwear(gender)
if(length(SSaccessories.underwear_list) == 0)
CRASH("No underwear to choose from!")
switch(gender)
if(MALE)
return pick(SSaccessories.underwear_m)
if(FEMALE)
return pick(SSaccessories.underwear_f)
else
return pick(SSaccessories.underwear_list)
/proc/random_undershirt(gender)
if(length(SSaccessories.undershirt_list) == 0)
CRASH("No undershirts to choose from!")
switch(gender)
if(MALE)
return pick(SSaccessories.undershirt_m)
if(FEMALE)
return pick(SSaccessories.undershirt_f)
else
return pick(SSaccessories.undershirt_list)
/proc/random_socks()
if(length(SSaccessories.socks_list) == 0)
CRASH("No socks to choose from!")
return pick(SSaccessories.socks_list)
/proc/random_backpack()
return pick(GLOB.backpacklist)
/proc/random_hairstyle(gender)
switch(gender)
if(MALE)
return pick(SSaccessories.hairstyles_male_list)
if(FEMALE)
return pick(SSaccessories.hairstyles_female_list)
else
return pick(SSaccessories.hairstyles_list)
/proc/random_facial_hairstyle(gender)
switch(gender)
if(MALE)
return pick(SSaccessories.facial_hairstyles_male_list)
if(FEMALE)
return pick(SSaccessories.facial_hairstyles_female_list)
else
return pick(SSaccessories.facial_hairstyles_list)
GLOBAL_LIST_INIT(skin_tones, sort_list(list(
"albino",
"caucasian1",
"caucasian2",
"caucasian3",
"latino",
"mediterranean",
"asian1",
"asian2",
"arab",
"indian",
"mixed1",
"mixed2",
"mixed3",
"mixed4",
"african1",
"african2"
)))
GLOBAL_LIST_INIT(skin_tone_names, list(
"african1" = "Medium brown",
"african2" = "Dark brown",
"albino" = "Albino",
"arab" = "Light brown",
"asian1" = "Ivory",
"asian2" = "Beige",
"caucasian1" = "Porcelain",
"caucasian2" = "Light peach",
"caucasian3" = "Peach",
"indian" = "Brown",
"latino" = "Light beige",
"mediterranean" = "Olive",
"mixed1" = "Chestnut",
"mixed2" = "Walnut",
"mixed3" = "Coffee",
"mixed4" = "Macadamia",
))
/proc/age2agedescription(age)
switch(age)
if(0 to 1)
return "infant"
if(1 to 3)
return "toddler"
if(3 to 13)
return "child"
if(13 to 19)
return "teenager"
if(19 to 30)
return "young adult"
if(30 to 45)
return "adult"
if(45 to 60)
return "middle-aged"
if(60 to 70)
return "aging"
if(70 to INFINITY)
return "elderly"
else
return "unknown"
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/**
* Timed action involving one mob user. Target is optional.
*
* Checks that `user` does not move, change hands, get stunned, etc. for the
* given `delay`. Returns `TRUE` on success or `FALSE` on failure.
*
* @param {mob} user - The mob performing the action.
*
* @param {number} delay - The time in deciseconds. Use the SECONDS define for readability. `1 SECONDS` is 10 deciseconds.
*
* @param {atom} target - The target of the action. This is where the progressbar will display.
*
* @param {flag} timed_action_flags - Flags to control the behavior of the timed action.
*
* @param {boolean} progress - Whether to display a progress bar / cogbar.
*
* @param {datum/callback} extra_checks - Additional checks to perform before the action is executed.
*
* @param {string} interaction_key - The assoc key under which the do_after is capped, with max_interact_count being the cap. Interaction key will default to target if not set.
*
* @param {number} max_interact_count - The maximum amount of interactions allowed.
*
* @param {boolean} hidden - By default, any action 1 second or longer shows a cog over the user while it is in progress. If hidden is set to TRUE, the cog will not be shown.
*
* @param {icon} icon - The icon file of the cog. Default: 'icons/effects/progressbar.dmi'
*
* @param {iconstate} iconstate - The icon state of the cog. Default: "Cog"
*/
/proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1, hidden = FALSE, icon = 'icons/effects/progressbar.dmi', iconstate = "cog")
if(!user)
return FALSE
if(!isnum(delay))
CRASH("do_after was passed a non-number delay: [delay || "null"].")
if(!interaction_key && target)
interaction_key = target //Use the direct ref to the target
if(interaction_key) //Do we have a interaction_key now?
var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
if(current_interaction_count >= max_interact_count) //We are at our peak
return
LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
var/atom/user_loc = user.loc
var/atom/target_loc = target?.loc
var/drifting = FALSE
if(!isnull(user.drift_handler))
drifting = TRUE
var/holding = user.get_active_held_item()
#ifdef UNIT_TESTS
timed_action_flags &= ~IGNORE_SLOWDOWNS //it shouldn't stop unit test dummies from being fast as hell
#endif
if(!(timed_action_flags & IGNORE_SLOWDOWNS))
delay *= user.cached_multiplicative_actions_slowdown
var/datum/progressbar/progbar
var/datum/cogbar/cog
if(progress)
if(user.client)
progbar = new(user, delay, target || user)
if(!hidden && delay >= 1 SECONDS)
cog = new(user, icon, iconstate)
SEND_SIGNAL(user, COMSIG_DO_AFTER_BEGAN)
var/endtime = world.time + delay
var/starttime = world.time
. = TRUE
while (world.time < endtime)
stoplag(1)
if(!QDELETED(progbar))
progbar.update(world.time - starttime)
if(drifting && isnull(user.drift_handler))
drifting = FALSE
user_loc = user.loc
if(QDELETED(user) \
|| (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \
|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
|| (extra_checks && !extra_checks.Invoke()))
. = FALSE
break
if(target && (user != target) && \
(QDELETED(target) \
|| (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc)))
. = FALSE
break
if(!QDELETED(progbar))
progbar.end_progress()
cog?.remove()
if(interaction_key)
var/reduced_interaction_count = (LAZYACCESS(user.do_afters, interaction_key) || 0) - 1
if(reduced_interaction_count > 0) // Not done yet!
LAZYSET(user.do_afters, interaction_key, reduced_interaction_count)
return
// all out, let's clear er out fully
LAZYREMOVE(user.do_afters, interaction_key)
SEND_SIGNAL(user, COMSIG_DO_AFTER_ENDED)
/// Returns the total amount of do_afters this mob is taking part in
/mob/proc/do_after_count()
var/count = 0
for(var/key in do_afters)
count += do_afters[key]
return count
/proc/is_species(A, species_datum)
. = FALSE
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.dna && istype(H.dna.species, species_datum))
. = TRUE
/// Returns if the given target is a human. Like, a REAL human.
/// Not a moth, not a felinid (which are human subtypes), but a human.
/proc/ishumanbasic(target)
if (!ishuman(target))
return FALSE
var/mob/living/carbon/human/human_target = target
return human_target.dna?.species?.type == /datum/species/human
/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
var/turf/T = get_turf(target)
if(!T)
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
var/list/new_args = list(T)
if(extra_args)
new_args += extra_args
var/atom/X
for(var/j in 1 to amount)
X = new spawn_type(arglist(new_args))
if (admin_spawn)
X.flags_1 |= ADMIN_SPAWNED_1
return X //return the last mob spawned
/proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE, cardinals_only = TRUE)
var/turf/T = get_turf(target)
var/step_count = 0
if(!T)
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
var/list/spawned_mobs = new(amount)
for(var/j in 1 to amount)
var/atom/movable/X
if (istype(spawn_type, /list))
var/mob_type = pick(spawn_type)
X = new mob_type(T)
else
X = new spawn_type(T)
if (admin_spawn)
X.flags_1 |= ADMIN_SPAWNED_1
spawned_mobs[j] = X
if(always_max_walk || prob(walk_chance))
if(always_max_walk)
step_count = max_walk
else
step_count = rand(1, max_walk)
for(var/i in 1 to step_count)
step(X, cardinals_only ? pick(GLOB.cardinals) : pick(GLOB.alldirs))
return spawned_mobs
// Displays a message in deadchat, sent by source. source is not linkified, message is, to avoid stuff like character names to be linkified.
// Automatically gives the class deadsay to the whole message (message + source)
/proc/deadchat_broadcast(message, source=null, mob/follow_target=null, turf/turf_target=null, speaker_key=null, message_type=DEADCHAT_REGULAR, admin_only=FALSE)
message = span_deadsay("[source][span_linkify(message)]")
if(admin_only)
message += span_deadsay(" (This is viewable to admins only).")
for(var/mob/M in GLOB.player_list)
var/chat_toggles = TOGGLES_DEFAULT_CHAT
var/toggles = TOGGLES_DEFAULT
var/list/ignoring
if(M.client?.prefs)
var/datum/preferences/prefs = M.client?.prefs
chat_toggles = prefs.chat_toggles
toggles = prefs.toggles
ignoring = prefs.ignoring
if(admin_only)
if(!M.client?.holder)
continue
var/override = FALSE
if(M.client?.holder && (chat_toggles & CHAT_DEAD))
override = TRUE
if(HAS_TRAIT(M, TRAIT_SIXTHSENSE) && message_type == DEADCHAT_REGULAR)
override = TRUE
if(SSticker.current_state == GAME_STATE_FINISHED)
override = TRUE
if(isnewplayer(M) && !override)
continue
if(M.stat != DEAD && !override)
continue
if(speaker_key && (speaker_key in ignoring))
continue
switch(message_type)
if(DEADCHAT_DEATHRATTLE)
if(toggles & DISABLE_DEATHRATTLE)
continue
if(DEADCHAT_ARRIVALRATTLE)
if(toggles & DISABLE_ARRIVALRATTLE)
continue
if(DEADCHAT_LAWCHANGE)
if(!(chat_toggles & CHAT_GHOSTLAWS))
continue
if(DEADCHAT_LOGIN_LOGOUT)
if(!(chat_toggles & CHAT_LOGIN_LOGOUT))
continue
if(isobserver(M))
var/rendered_message = message
if(follow_target)
var/F
if(turf_target)
F = FOLLOW_OR_TURF_LINK(M, follow_target, turf_target)
else
F = FOLLOW_LINK(M, follow_target)
rendered_message = "[F] [message]"
else if(turf_target)
var/turf_link = TURF_LINK(M, turf_target)
rendered_message = "[turf_link] [message]"
to_chat(M, rendered_message, avoid_highlighting = speaker_key == M.key)
else
to_chat(M, message, avoid_highlighting = speaker_key == M.key)
//Used in chemical_mob_spawn. Generates a random mob based on a given gold_core_spawnable value.
/proc/create_random_mob(spawn_location, mob_class = HOSTILE_SPAWN)
var/static/list/mob_spawn_meancritters = list() // list of possible hostile mobs
var/static/list/mob_spawn_nicecritters = list() // and possible friendly mobs
if(mob_spawn_meancritters.len <= 0 || mob_spawn_nicecritters.len <= 0)
for(var/T in typesof(/mob/living/simple_animal))
var/mob/living/simple_animal/SA = T
switch(initial(SA.gold_core_spawnable))
if(HOSTILE_SPAWN)
mob_spawn_meancritters += T
if(FRIENDLY_SPAWN)
mob_spawn_nicecritters += T
for(var/mob/living/basic/basic_mob as anything in typesof(/mob/living/basic))
switch(initial(basic_mob.gold_core_spawnable))
if(HOSTILE_SPAWN)
mob_spawn_meancritters += basic_mob
if(FRIENDLY_SPAWN)
mob_spawn_nicecritters += basic_mob
var/chosen
if(mob_class == FRIENDLY_SPAWN)
chosen = pick(mob_spawn_nicecritters)
else
chosen = pick(mob_spawn_meancritters)
var/mob/living/spawned_mob = new chosen(spawn_location)
return spawned_mob
/proc/passtable_on(target, source)
var/mob/living/L = target
if (!HAS_TRAIT(L, TRAIT_PASSTABLE) && L.pass_flags & PASSTABLE)
ADD_TRAIT(L, TRAIT_PASSTABLE, INNATE_TRAIT)
ADD_TRAIT(L, TRAIT_PASSTABLE, source)
L.pass_flags |= PASSTABLE
/proc/passtable_off(target, source)
var/mob/living/L = target
REMOVE_TRAIT(L, TRAIT_PASSTABLE, source)
if(!HAS_TRAIT(L, TRAIT_PASSTABLE))
L.pass_flags &= ~PASSTABLE
/proc/passwindow_on(target, source)
var/mob/living/target_mob = target
if (!HAS_TRAIT(target_mob, TRAIT_PASSWINDOW) && target_mob.pass_flags & PASSWINDOW)
ADD_TRAIT(target_mob, TRAIT_PASSWINDOW, INNATE_TRAIT)
ADD_TRAIT(target_mob, TRAIT_PASSWINDOW, source)
target_mob.pass_flags |= PASSWINDOW
/proc/passwindow_off(target, source)
var/mob/living/target_mob = target
REMOVE_TRAIT(target_mob, TRAIT_PASSWINDOW, source)
if(!HAS_TRAIT(target_mob, TRAIT_PASSWINDOW))
target_mob.pass_flags &= ~PASSWINDOW
/proc/dance_rotate(atom/movable/AM, datum/callback/callperrotate, set_original_dir=FALSE)
set waitfor = FALSE
var/originaldir = AM.dir
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
if(!AM)
return
AM.setDir(i)
callperrotate?.Invoke()
sleep(0.1 SECONDS)
if(set_original_dir)
AM.setDir(originaldir)
///////////////////////
///Silicon Mob Procs///
///////////////////////
//Returns a list of unslaved cyborgs
/proc/active_free_borgs()
. = list()
for(var/mob/living/silicon/robot/borg in GLOB.silicon_mobs)
if(borg.connected_ai || borg.shell)
continue
if(borg.stat == DEAD)
continue
if(borg.emagged || borg.scrambledcodes)
continue
. += borg
//Returns a list of AI's
/proc/active_ais(check_mind = FALSE, z = null, skip_syndicate = FALSE, only_syndicate = FALSE)
. = list()
for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list)
if(ai.stat == DEAD)
continue
if(ai.control_disabled)
continue
var/syndie_ai = istype(ai, /mob/living/silicon/ai/weak_syndie)
if(skip_syndicate && syndie_ai)
continue
if(only_syndicate && !syndie_ai)
continue
if(check_mind && !ai.mind)
continue
if(!isnull(z) && z != ai.z && (!is_station_level(z) || !is_station_level(ai.z))) //if a Z level was specified, AND the AI is not on the same level, AND either is off the station...
continue
. += ai
//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
/proc/select_active_ai_with_fewest_borgs(z)
var/mob/living/silicon/ai/selected
var/list/active = active_ais(FALSE, z)
for(var/mob/living/silicon/ai/A in active)
if(!selected || (selected.connected_robots.len > A.connected_robots.len))
selected = A
return selected
/proc/select_active_free_borg(mob/user)
var/list/borgs = active_free_borgs()
if(borgs.len)
if(user)
. = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in sort_list(borgs)
else
. = pick(borgs)
return .
/proc/select_active_ai(mob/user, z = null, skip_syndicate, only_syndicate)
var/list/ais = active_ais(FALSE, z, skip_syndicate, only_syndicate)
if(ais.len)
if(user)
. = input(user,"AI signals detected:", "AI Selection", ais[1]) in sort_list(ais)
else
. = pick(ais)
return .
/**
* Used to get the amount of change between two body temperatures
*
* When passed the difference between two temperatures returns the amount of change to temperature to apply.
* The change rate should be kept at a low value tween 0.16 and 0.02 for optimal results.
* vars:
* * temp_diff (required) The difference between two temperatures
* * change_rate (optional)(Default: 0.06) The rate of range multiplier
*/
/proc/get_temp_change_amount(temp_diff, change_rate = 0.06)
if(temp_diff < 0)
return -(BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 - (temp_diff * change_rate))
return (BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 + (temp_diff * change_rate))
#define ISADVANCEDTOOLUSER(mob) (HAS_TRAIT(mob, TRAIT_ADVANCEDTOOLUSER) && !HAS_TRAIT(mob, TRAIT_DISCOORDINATED_TOOL_USER))
/// Gets the client of the mob, allowing for mocking of the client.
/// You only need to use this if you know you're going to be mocking clients somewhere else.
#define GET_CLIENT(mob) (##mob.client || ##mob.mock_client)
///Orders mobs by type then by name. Accepts optional arg to sort a custom list, otherwise copies GLOB.mob_list.
/proc/sort_mobs()
var/list/moblist = list()
var/list/sortmob = sort_names(GLOB.mob_list)
for(var/mob/living/silicon/ai/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/eye/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/silicon/pai/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/silicon/robot/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/carbon/human/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/brain/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/carbon/alien/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/dead/observer/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/dead/new_player/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/basic/slime/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/simple_animal/mob_to_sort in sortmob)
moblist += mob_to_sort
for(var/mob/living/basic/mob_to_sort in sortmob)
moblist += mob_to_sort
// We've already added slimes.
if(isslime(mob_to_sort))
continue
return moblist
///returns a mob type controlled by a specified ckey
/proc/get_mob_by_ckey(key)
if(!key)
return
var/mob/persistent_mob = GLOB.persistent_clients_by_ckey[key]?.mob
if(persistent_mob)
return persistent_mob
// hopefully the above will always handle it, but any time a coder thinks "no way this will happen", murphy's law guarantees it somehow will
for(var/mob/mob as anything in GLOB.mob_list)
if(mob.ckey == key)
return mob
/// Returns a string for the specified body zone. If we have a bodypart in this zone, refers to its plaintext_zone instead.
/mob/living/proc/parse_zone_with_bodypart(zone)
var/obj/item/bodypart/part = get_bodypart(zone)
return part?.plaintext_zone || parse_zone(zone)
///Return a string for the specified body zone. Should be used for parsing non-instantiated bodyparts, otherwise use [/obj/item/bodypart/var/plaintext_zone]
/proc/parse_zone(zone)
switch(zone)
if(BODY_ZONE_CHEST)
return "chest"
if(BODY_ZONE_HEAD)
return "head"
if(BODY_ZONE_PRECISE_R_HAND)
return "right hand"
if(BODY_ZONE_PRECISE_L_HAND)
return "left hand"
if(BODY_ZONE_L_ARM)
return "left arm"
if(BODY_ZONE_R_ARM)
return "right arm"
if(BODY_ZONE_L_LEG)
return "left leg"
if(BODY_ZONE_R_LEG)
return "right leg"
if(BODY_ZONE_PRECISE_L_FOOT)
return "left foot"
if(BODY_ZONE_PRECISE_R_FOOT)
return "right foot"
if(BODY_ZONE_PRECISE_GROIN)
return "groin"
else
return zone
///Takes a zone and returns its "parent" zone, if it has one.
/proc/deprecise_zone(precise_zone)
switch(precise_zone)
if(BODY_ZONE_PRECISE_GROIN)
return BODY_ZONE_CHEST
if(BODY_ZONE_PRECISE_EYES)
return BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_MOUTH)
return BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_R_HAND)
return BODY_ZONE_R_ARM
if(BODY_ZONE_PRECISE_L_HAND)
return BODY_ZONE_L_ARM
if(BODY_ZONE_PRECISE_L_FOOT)
return BODY_ZONE_L_LEG
if(BODY_ZONE_PRECISE_R_FOOT)
return BODY_ZONE_R_LEG
else
return precise_zone
///Returns a list of strings for a given slot flag.
/proc/parse_slot_flags(slot_flags)
var/list/slot_strings = list()
if(slot_flags & ITEM_SLOT_BACK)
slot_strings += "back"
if(slot_flags & ITEM_SLOT_MASK)
slot_strings += "mask"
if(slot_flags & ITEM_SLOT_NECK)
slot_strings += "neck"
if(slot_flags & ITEM_SLOT_HANDCUFFED)
slot_strings += "handcuff"
if(slot_flags & ITEM_SLOT_LEGCUFFED)
slot_strings += "legcuff"
if(slot_flags & ITEM_SLOT_BELT)
slot_strings += "belt"
if(slot_flags & ITEM_SLOT_ID)
slot_strings += "id"
if(slot_flags & ITEM_SLOT_EARS)
slot_strings += "ear"
if(slot_flags & ITEM_SLOT_EYES)
slot_strings += "glasses"
if(slot_flags & ITEM_SLOT_GLOVES)
slot_strings += "glove"
if(slot_flags & ITEM_SLOT_HEAD)
slot_strings += "head"
if(slot_flags & ITEM_SLOT_FEET)
slot_strings += "shoe"
if(slot_flags & ITEM_SLOT_OCLOTHING)
slot_strings += "oversuit"
if(slot_flags & ITEM_SLOT_ICLOTHING)
slot_strings += "undersuit"
if(slot_flags & ITEM_SLOT_SUITSTORE)
slot_strings += "suit storage"
if(slot_flags & (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET))
slot_strings += "pocket"
if(slot_flags & ITEM_SLOT_HANDS)
slot_strings += "hand"
if(slot_flags & ITEM_SLOT_DEX_STORAGE)
slot_strings += "dextrous storage"
return slot_strings
///Returns the direction that the initiator and the target are facing
/proc/check_target_facings(mob/living/initiator, mob/living/target)
/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time
That said, this proc should not be used if the change facing proc of the click code is overridden at the same time*/
if(!isliving(target) || target.body_position == LYING_DOWN)
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
return FALSE
if(initiator.dir == target.dir) //mobs are facing the same direction
return FACING_SAME_DIR
if(is_source_facing_target(initiator,target) && is_source_facing_target(target,initiator)) //mobs are facing each other
return FACING_EACHOTHER
if(initiator.dir + 2 == target.dir || initiator.dir - 2 == target.dir || initiator.dir + 6 == target.dir || initiator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
return FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR
///Returns the occupant mob or brain from a specified input
/proc/get_mob_or_brainmob(occupant)
var/mob/living/mob_occupant
if(isliving(occupant))
mob_occupant = occupant
else if(isorgan(occupant))
var/obj/item/organ/brain/brain = occupant
mob_occupant = brain.brainmob
return mob_occupant
///Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
/mob/proc/apply_pref_name(preference_type, client/requesting_client)
if(!requesting_client)
requesting_client = client
var/oldname = real_name
var/newname
var/loop = 1
var/safety = 0
var/random = CONFIG_GET(flag/force_random_names) || (requesting_client ? is_banned_from(requesting_client.ckey, "Appearance") : FALSE)
while(loop && safety < 5)
if(!safety && !random)
newname = requesting_client?.prefs?.read_preference(preference_type)
else
var/datum/preference/preference = GLOB.preference_entries[preference_type]
if (requesting_client?.prefs)
newname = preference.create_informed_default_value(requesting_client.prefs)
else
newname = preference.create_default_value()
for(var/mob/living/checked_mob in GLOB.player_list)
if(checked_mob == src)
continue
if(!newname || checked_mob.real_name == newname)
newname = null
loop++ // name is already taken so we roll again
break
loop--
safety++
if(newname)
fully_replace_character_name(oldname, newname)
return TRUE
return FALSE
///Returns the amount of currently living players
/proc/living_player_count()
var/living_player_count = 0
for(var/mob in GLOB.player_list)
if(mob in GLOB.alive_mob_list)
living_player_count += 1
return living_player_count
GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
///Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant).
/proc/dview(range = world.view, center, invis_flags = 0)
if(!center)
return
GLOB.dview_mob.loc = center
GLOB.dview_mob.set_invis_see(invis_flags)
. = view(range, GLOB.dview_mob)
GLOB.dview_mob.loc = null
/mob/dview
name = "INTERNAL DVIEW MOB"
invisibility = INVISIBILITY_ABSTRACT
density = FALSE
move_resist = INFINITY
var/ready_to_die = FALSE
/mob/dview/Initialize(mapload) //Properly prevents this mob from gaining huds or joining any global lists
SHOULD_CALL_PARENT(FALSE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
return INITIALIZE_HINT_NORMAL
/mob/dview/Destroy(force = FALSE)
if(!ready_to_die)
stack_trace("ALRIGHT WHICH FUCKER TRIED TO DELETE *MY* DVIEW?")
if (!force)
return QDEL_HINT_LETMELIVE
log_world("EVACUATE THE SHITCODE IS TRYING TO STEAL MUH JOBS")
GLOB.dview_mob = new
return ..()
#define FOR_DVIEW(type, range, center, invis_flags) \
GLOB.dview_mob.loc = center; \
GLOB.dview_mob.set_invis_see(invis_flags); \
for(type in view(range, GLOB.dview_mob))
#define FOR_DVIEW_END GLOB.dview_mob.loc = null
///Makes a call in the context of a different usr. Use sparingly
/world/proc/push_usr(mob/user_mob, datum/callback/invoked_callback, ...)
var/temp = usr
usr = user_mob
if (length(args) > 2)
. = invoked_callback.Invoke(arglist(args.Copy(3)))
else
. = invoked_callback.Invoke()
usr = temp
/**
* Iterates over all mobs that can see the passed movable and adds specific mood events to them based on their personalities.
*
* * source: String source for the mood event
* * personality_to_mood: A list mapping personality types to mood event types. Example: list(/datum/personality/chill = /datum/mood_event/chill_guy)
* * range: The range in which to check for viewers. Default is view range.
* * additional args may be supplied to pass into the mood event constructor.
*/
/proc/add_personality_mood_to_viewers(atom/movable/source, mood_key, list/personality_to_mood, range, ...)
for(var/mob/living/nearby in viewers(range, source))
if(nearby.stat >= UNCONSCIOUS || nearby.is_blind())
continue
for(var/personality in personality_to_mood)
if(HAS_PERSONALITY(nearby, personality))
nearby.add_mood_event(arglist( list("[mood_key]_[personality]", personality_to_mood[personality]) + args.Copy(4) ))
break